SHOW:
|
|
- or go back to the newest paste.
| 1 | function name PAShakeUpApplyChance(const out EffectAppliedData ApplyEffectParameters, XComGameState_BaseObject kNewTargetState, XComGameState NewGameState) | |
| 2 | {
| |
| 3 | // this mimics the panic hit roll without actually BEING the panic hit roll | |
| 4 | - | local XComGameState_Unit TargetUnit; |
| 4 | + | local XComGameState_Unit TargetUnit, SourceUnit; |
| 5 | local name ImmuneName; | |
| 6 | local int TargetRoll, RandRoll; | |
| 7 | - | local XMBValue_Visibility Value; |
| 7 | + | local int Value, BadGuysValue; |
| 8 | - | local int BadGuysValue; |
| 8 | + | |
| 9 | SourceUnit = XComGameState_Unit(`XCOMHISTORY.GetGameStateForObjectID(ApplyEffectParameters.SourceStateObjectRef.ObjectID)); | |
| 10 | - | Value = new class'XMBValue_Visibility'; |
| 10 | + | |
| 11 | - | Value.bCountEnemies = true; |
| 11 | + | |
| 12 | - | Value.bSquadsight = true; |
| 12 | + | if (TargetUnit != none && SourceUnit != none) |
| 13 | {
| |
| 14 | Value = CountVisibleUnitsForUnit(SourceUnit); | |
| 15 | - | if (TargetUnit != none) |
| 15 | + | |
| 16 | foreach class'X2AbilityToHitCalc_PanicCheck'.default.PanicImmunityAbilities(ImmuneName) | |
| 17 | {
| |
| 18 | if (TargetUnit.FindAbility(ImmuneName).ObjectID != 0) | |
| 19 | {
| |
| 20 | return 'AA_UnitIsImmune'; | |
| 21 | } | |
| 22 | if (default.PAShakeUp_BerserkerImmunity) | |
| 23 | - | if (default.PAShakeUp_BerserkerImmunity) {
|
| 23 | + | |
| 24 | if (TargetUnit.GetMyTemplate().CharacterGroupName == 'Berserker') | |
| 25 | {
| |
| 26 | return 'AA_UnitIsImmune'; | |
| 27 | } | |
| 28 | } | |
| 29 | } | |
| 30 | ||
| 31 | BadGuysValue = Value * default.PAShakeUp_DECREASE_PER_VISIBLE_ENEMY; | |
| 32 | ||
| 33 | TargetRoll = default.PAShakeUp_BASE_CHANCE - BadGuysValue; | |
| 34 | RandRoll = `SYNC_RAND(100); | |
| 35 | if (RandRoll < TargetRoll) | |
| 36 | {
| |
| 37 | return 'AA_Success'; | |
| 38 | } | |
| 39 | } | |
| 40 | ||
| 41 | return 'AA_EffectChanceFailed'; | |
| 42 | } | |
| 43 | ||
| 44 | simulated function int CountVisibleUnitsForUnit(XComGameState_Unit SourceUnit, bool bSquadSight = false) | |
| 45 | {
| |
| 46 | local X2GameRulesetVisibilityManager VisibilityMgr; | |
| 47 | local array<StateObjectReference> VisibleUnits; | |
| 48 | local array<X2Condition> RequiredConditions; | |
| 49 | local StateObjectReference UnitRef; | |
| 50 | local int Count; | |
| 51 | ||
| 52 | VisibilityMgr = `TACTICALRULES.VisibilityMgr; | |
| 53 | ||
| 54 | //Set default conditions (visible units need to be alive and game play visible) if no conditions were specified | |
| 55 | if( RequiredConditions.Length == 0 ) | |
| 56 | {
| |
| 57 | RequiredConditions = class'X2TacticalVisibilityHelpers'.default.LivingGameplayVisibleFilter; | |
| 58 | } | |
| 59 | ||
| 60 | if (bSquadSight) | |
| 61 | {
| |
| 62 | class'X2TacticalVisibilityHelpers'.static.GetAllVisibleObjectsForPlayer(SourceUnit.ControllingPlayer.ObjectID, VisibleUnits, RequiredConditions, -1); | |
| 63 | } | |
| 64 | else | |
| 65 | {
| |
| 66 | VisibilityMgr.GetAllVisibleToSource(SourceUnit.ObjectID, VisibleUnits, class'XComGameState_Unit', -1, RequiredConditions); | |
| 67 | } | |
| 68 | ||
| 69 | ||
| 70 | foreach VisibleUnits(UnitRef) | |
| 71 | {
| |
| 72 | if (SourceUnit.TargetIsEnemy(UnitRef.ObjectID, -1)) | |
| 73 | {
| |
| 74 | Count++; | |
| 75 | } | |
| 76 | } | |
| 77 | ||
| 78 | return Count; | |
| 79 | } |